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Started by Anastasia, April 28, 2014, 01:03:06 AM

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Anastasia

A few things to note. This covers the city of Balmuria's higher points. As mentioned, most faiths have at least a few representatives here.  Secondly, each PC follows a faith. With the exception of Eb's PC since Jannath is a radically nature oriented Goddess, each of you have some connections to this.  I'll talk to each of you in the upcoming days about this and then post more PC specific info on the followings of Ilmater/Alicia/Talos.

Eb, I'll talk to you about Jannath but the scope will be different due to the above notes.


---Churches in Balmuria---

The Church of the Ever Vigilant

Helm's Church in Balmuria, located in the southern reaches of the Old City It is a stout building resembling a fortress as much as a place of worship. It is manned by armored Helmites at all hours, as Helm is always watching and always willing to accept reverence.  It is lead by High Watchman Eudard of Helm, a colonel in good standing with the Crimson Guard. He is seldom in, often about on business. A hale and hearty man in his forties, he leads Helm's church with a relentless vigor and passion.

Church of the Seven Stars

The focus of faith for Mystra's followers in Balmuria. It is located in the New City, northwest of City Hall. A well kept and patronized center of magic, it is delicate and yet strong, strengthened by many an arcane defense. Mages stream in and out from sunrise to sunset, the temple closed in honoring of the nightly rest and recovery all magicians require. Dweomerkeeper Shankar leads this temple, said to have been touched by Mystra. He often sponsors anyone who looks to further the cause of magic.

The Second Temple of the Golden Mistress

With the creation of the Commerce Quarter, the old temple to Waukeen lost it's prime position. A move was justified, and three years were spent creating a grand new temple to the Merchant's Friend. It is a grand golden edifice in the heart of the Commerce Quarter, golden spires reaching high. The center one is adorned with a grand mechanical clock, it's workings whispered to have been bought from Mechanus itself. Holycoin Mia Golddswar maintains this temple with an eye on expanding Waukeen's wealth at every chance. She has a tendency to make scenes and be dramatic, which both works for and against her.

The Wonderworks

Located in the northernmost end of the New City, The Wonderworks is Gond's temple in Balmuria.  A small market of it's own, several stalls of alchemical works, smithery and other cutting edge inventions. It is known to be a place to find great works as well as dangerous ones, for every so often an explosion of fire will rock the Wonderworks. Despite this the faithful of Gond always advance on, seeking to forge new wonders. The temple is currently without a leader, for High Artificer Grennen died a few moons ago. The succession to high priest is in question, and it seems that Gond has not spoken His will on the matter.

Chapel of the Righteous Avenger

Next door to Alicia Reynes' old home in Balmuria sits the Chapel of the Righteous Avenger. Located in the New City, this chapel is smaller than most. It is however well patronized and regarded due to Alicia's history in Balmuria. A plain, unassuming building with beautiful stained glass windows inside, it is staffed by rotating clerics due to the near-nomadic nature of Alicia's clergy. Alicia's old home is attached, said to be a hallowed shrine. Those that sleep there sometimes claim to be given visions by the Goddess or those who serve her.

Church of the Golden Flames

Seira's church in Balmuria, located next door to the the Second Temple of the Golden Mistress. Here Seira's faith gathers, well funded and full of idealistic young sorts. Within a dragon motif and gold can be seen everywhere. It is ran by Falan Greengables, a rugged knight/merchant who works in Seira's name. He prefers to work behind the scenes, or so the tavern tales go. He's not in anyone's face, but things still get done. A curious thing that leads to all sorts of rumors, though the validity of any can't be ascertained.

The Deep Depths

A small dockside tavern converted to a temple of Umberlee, nestled into the Old City's dockfront. The worship here is low key and tolerated largely due to the protests of paranoid sailors, wishing to make offerings to the Bitch Queen in exchange for safe trips. The clergy is extremely subtle and quiet, fully aware that the generally good-aligned city has little use for a temple to a dark goddess.  The head of the church varies, perhaps by design or by other needs.

House of Suffering

A congregation dedicated to Ilmater, operating in the poorest parts of the Old City. They tend to the needs of any that come, asking for nothing in return. A pious group, regarded well by the poor. They have one run down shanty they use, humble and well worn.  The clergy is small but fanatical, believing fully in the doctrine of the Crying God. The gathering is lead by Croger, an old man who tells of his salvation from Baator at the hands of two people. The first is Ilmater, the second is Croger's son, Demedais the Prophet.

Smaller cults

While not every faith has a temple in Balmuria, it's reputation as a place of spiritual awakening has attracted a diverse smattering of religious sorts. The following cults below are known to exist; it is possible more exist, particularly those of evil powers. Other powers may have more discreet cults or have followers within Balmuria, but not enough organization or numbers to be considered.

Azuth

A small subsect of Mystra's temple has begun to venerate Azuth. As he is a servant power of Mystra, this is allowed by Mystra's faithful.

Kelemvor

There is a moderate sized cult to Kelemvor within Balmuria. It has roots early on in Balmuria's rebirth, coming to blows several times with the church of Helm. While the peace has been kept, both churches despise one another. As Helm's church is better established, they have largely prevented the Lord of the Dead's faith from finding a strong foothold in Balmuria.

Kossuth

A loose cabal of fire mages and Kossuth's clerics have an informal church within Mihail's Inferno. In return they are contracted by the city to handle much of the upkeep of the Inferno.

Lathander

Lathander's base of power in the region is in Valandia. Nonetheless the faith of the Morninglord keeps a few clerics in Balmuria to spread his word. They tend towards the New Quarter or the Commerce Quarter, dealing with the young and noble.

Lliira

The Joybringer spreads her merry ways through her servants, who mingle within the taverns, festhalls, playhouses and other places of celebration within Balmuria.

Selune

A small, private sect of Lunatic paladins have a base within Balmuria. It's not a public church at the current time, though occasionally the Moonmaiden's doctrine is spread.

Syala

The Angel of Love has a few followers in Balmuria. The duality of Alicia and Syala means that those who revere Alicia at least pay lip service to Syala.

Banned churches

A few faiths are banned from the Free City of Balmuria. Wearing the holy symbol, preaching it's tenets or attempting to practice it's doctrine in public is grounds for immediate arrest, and in the case of Shar or devil worship, summary execution if any danger is perceived.

Torm

Previously there was a church to the Hateful Fury within Balmuria, wearing his old guise of justice. For a time it endured in a strange sort of limbo as the truth was learned, until May 18th, 404 DK. What happened is not clearly known, but the house of Torm burst asunder, a great flame engulfing the entire church. This night is known as the Night of the Shattered Temple.  The next day proclamations declaring Torm's faith banned were made into law. Exactly what happened is a matter of great speculation to this day, but as word of Torm's true faith comes to light is it accepted.

The grounds of Torm's former church are barren, an empty field in the New City. Common belief holds it to be a cursed ground, and some whisper demons slip through at night. The veracity of these statements is uncertain.

Shar

Shar's worship has been banned since Sharrans made an attack on the City of Balmuria in 400 DK.

Devil-worship

Veneration of Hell or any of the powers of Hell is expressly forbidden. This ban extends to all fiend worship, but in particular focuses on Baator.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Part one of the known world round up. The amount of detail varies; the Baronies have the most for obvious reasons. Pallanth has a lot since I had all that material on hand. The former Malmuthian Empire less so, partly because it's a patchwork of new states that don't have a lot of history yet. Part 2 will cover the rest of the world as well as odds and ends.

---Regions of the known world---

United Baronies

Government Type: Nobility with the arch-baron elected by the nobility.
Leader: Archbaron Ubaldo Baluth.
Flag: A map view of the Baronies glowing white, on a field of crimson.

The United Baronies are a new nation, having broken away from the Malmuthian Empire over thirty years ago. Since then the Baronies have risen to great power, the epicenter of the return of magic and the Gods. Bolstered further by trade and natural resources, the Baronies are rich and growing richer. The gem in the crown of the Baronies is the Free City of Balmuria. The Baronies are divided into several baronies, each one ruled by a baron. These barons are nobility, passing the title on through family. From these barons the Archbaron is elected, who serves until he resigns or dies. The military holds fair but not strong influence within the realms, with the exception of Balmuria. Within Balmuria, is is understood that Commander Hellman Oberuth is the highest authority, even if he is below the city mayor or a baron on paper.

Note that the individual baronies do not have their own standard, symbol or flag. This is the result of an early order of then Baron Salman, to encourage unity in the face of Malmuth's attempts to suppress the Baronies.

Victoria

The capital of Victoria and the surrounding regions up to the border. It is ruled by Archbaron Ubaldo Baluth, who tends to it as well as the greater Baronies. The lands here are not as fertile as the heartlands, due to the encroachment of the desert to the west and the wastes to the south.  The main focus is trade with the Desert Fiefdoms to the west and finished products.

Erran, Fanshold, Silvermane, Quintal, Fairwind, Sicham, Malway

These seven baronies make up the heartlands of the Baronies. All of them are blessed with fertile farmland, producing bumper crops every year. Local legend holds that the Crimson Guard took grains from Chauntea's personal garden and gave them to the farmers. No matter the truth of that, these regions ensure the Baronies are flush with food.

Armasea and Pilltain

This large barony takes up the northern reaches, a mountainous region by the sea.  It was once two baronies, but inter-marriage led to a contested unison. They are lead by Baroness Lyselle Armasea, a former member of the Crimson Guard. Mining and blacksmithing is the main focus here, though there are some minor gemstone deposits within the higher mountains.

Parsifal

This barony takes up the regions around the Galkass Mountains to the southern border of the Baronies. It is primarily focused on mining vast, rich deposits of iron ore, though more precious metals and gold are often found as well. The biggest city in the region is named Parsifal; named after Baron Richter Parsifal who oversees the area.

Balmuria

The Free City of Balmuria and surrounding regions. It is technically a free city, but still classified as a barony. More information on Balmuria will be provided in other posts, as it's the focus the game.

Valandia

Valandia was carved from Malmuth after the defeat of King Ferdi and the collapse of Malmuthian aggression. It's people have grown from disdainful to accepting of the Baronies over the past twenty years, in no small part to prosperity versus the strife and splintering of the rest of the former empire. 5 years ago it became a complete part of the Baronies; the longtime ruler Claris Highsun made into the Baron of Valandia.

Of note is that the Barony of Valandia has expanded to the east and south in small fragments. Border regions with the Purinn Principality to the south and Tauret to the east have defected to Valandia. While not officially encouraged, the Baronies ended up absorbing these lands and using the threat of force to prevent the lands from being forcefully reintegrated into those realms.

Pallanth

Government Type: Kingdom.
Leader: King Lorthan.
Flag: Four trees topped with a crown on a field of white.

Pallanth is a vast realm of forest and elven culture. Separated by humans from a great wild stretch of goblin and trollish lands, there are rarely disturbances. The kingdom is ruled by a king who is advised by a council of elders. The current ruler is King Lorthan, who has held the throne for 194 years. He is a wise king, having proven himself capable and handling Pallanth's difficulties well. King Lorthan is aided by the elven council; the council advises the king on all matters, though his word is ultimately law. The seven great noble houses each get a seat and two seats are at large, granted to those whom have received the highest honors of the kingdom. Each permanent seat is filled by the scion of the noble house, the council being his utmost duty. The at large seats vary, usually changing every 3 to 5 years.

In the past twenty years the stability of Pallanth has been upset. With the return of the Gods and fey a schism has emerged in elven society. A large minority of elves have embraced this chaotic, fey tinged lifestyle, threatening the foundations of orderly elven rule. It is complicated by Corellon Latherian and the Seladrine's priests supporting the fey. This resulting schism has promoted dissent within Pallanth as the elves vie to see which system shall triumph.

The noble houses control the various regions of Pallanth. Each one is know by it's clan's name and are discussed below.

Highsun

The strongest noble family. They rule vast tracts of land including much of the area around the Citadel. Ambrose Highsun sits on the council, a vibrant and energetic man. Highsun is wealthy, old and powerful, controlling huge amounts of influence within Pallanth. The symbol of this house is a golden sun, shimmering in it's own bright light.

Gaial

A once proud noble house that has suffered setbacks both politically, financially and internally. The old scion on the house, Lavandear Gaial, died from a sudden infection 32 years ago. Young Amaryl Gaial was promoted to scion as a result of political maneuvering within the clan; this maneuvering  resulting in her abdication and flight from Pallanth several years later. Another power struggle ensued, with Jessyl Gaial taking power. Since then he has strived to mend House Gaial's standing, but the damage will not easily undone. The symbol of this house is a silver embossed spheremap of Pallanth.

Desjardin

The oldest noble house, claiming that it's roots go back ten elven generations. They hold a great, ancient library of historic texts and control this knowledge, making them the definitive source of elven history. The scions of the clan go to the council for historical matters and advice, with Juai Desjardin leading. The symbol of this house is an hourglass overflowing with sand.

Silverleaf

A new noble house, formed in the last 500 years. Idril Silverleaf is a reclusive cleric for the Gods, or was. Since forming his house he has not cast a spell, even after invoking a miracle to stave off a great ambush of a hundred trolls. He leads his family distantly, saying little but commanding his own powers. The symbol of this house is a leave with a single vein of silver down the center.

Drake

A noble house said to have been founded by an elf given the right of dragonkin. If this is true, only the family and perhaps the lorekeepers of Desjardin know for sure, but regardless the family holds great wealth and power. Celebrimbor Drake leads this house, a wizened old student of the magical arts. The symbol of this house is a tiny dragon in flight, a ball of fire clutched in it's talons.

Chillander

This noble house rules the farthest reaches of the forest, where trees freeze solid and the ground never thaws. A distant clan, ruling over lands that few ever wish to have or to see. Expeditions have uncovered vast deposits of gold, gemstones and other forms of wealth where the forest ends and endless tundra begins. It is said the shadow of the Amaryl Mountain Ranges hold more treasure than all the wealth of King Lorthan. The scion is Kortan Chillander and the symbol of the house is a pine tree made of white metal.

Aryn

The newest noble house of Pallanth, formed only twenty years ago. It was founded by Saul Aryn, Amaryl Gaial and Seira Aryn, one of her last acts before leaving the known world for higher realms. This family is new but enjoys good relations with most houses and a respectable base of riches. They focus on external and foreign relations, an area Pallanth does not have great experience in. Saul Aryn serves as the scion, well versed in foreign relations. The symbol of the house is a golden dragon on a coin, shown in flight.

The Empire of Malmuth

Government Type: King lead empire. (Defunct.)
Leader: Queen Tant. (Deceased.)
Flag: A blue banner flapping in the wind.

It is hard to believe that less than half a century ago Malmuth bestrode the lands of several nations. It seemed that the Empire was at it's zenith, having claimed great land and greater power. Yet the base had cracks, and by Beshaba's dark blessings did fortune turn against it. With the dissolution of Malmuth at 409 DK, the mighty empire crumbled away. Several states remain, fragmented and broken apart. The United Baronies hold great power in these realms, using influence to lessen the collapse to as best a result as possible.

The Principality of Purinn

Government Type: Prince-lead autocracy.
Leader: Prince Klaus Purinn.
Flag: Three white suns rising over the green plains.

The Vitalist movement was the decay that brought Malmuth down. One such place it thrived was Purinn, where Malmuthian control had already faltered. The movement gained a powerful voice in that of Klaus Purinn, part of the old nobility of the city. With his support, money and influence Malmuth's control over the city broke, it's soldiers unwilling to quash friends and family rising up. On victory Klaus proclaimed himself Prince of Purinn and has proceeded to rule with a corrupt but strong hand. The Principality is peaceful enough near Purinn, though control does grow looser away from it, with outlying villages and towns having less loyalty to the current regime.

Tauret

Government Type: Duchy.
Leader: Duke Sid Haluth.
Flag: A horizon of low lying mountains with the moon and stars on a black field.

Unlike Purinn, Tauret gained it's independence not of it's own will. As Malmuth entered it's death throes and Queen Tant concentrated on holding the heartlands around Malmuth city, Tauret was left more to itself. Finding itself mostly free, the region took the next step and established itself as an duchy. It is ruled by the mild mannered, morose Duke Sid Haluth, a former minor nobleman. He is preoccupied with following Jergal, but despite this is a competent ruler. This worship gives many pause, though he has proven himself.

Malmuth

Government Type: Empire.
Leader: King Abalasor.
Flag: A blue banner flapping in the wind.

The center of the former Empire is now all that remains for the once proud nation. Disaster after disaster wracked the empire, each loss weakening the fabric. In the end Queen Tant could only hold on to the core. She died a broken old woman in 419 DK. King Abalasor rules now, trying to heal what's left of the Empire and perhaps looking to reunite what was once lost.

Southern Confederation

Government Type: Confederation of free cities.
Leader: Berlioz Finlay
Flag: A seaside quay full of ships against an orange field.

To the far south of the Malmuthian Empire did the Vitalist movement find further energy. In this enterprise did a brief civil war break out, with a nobleman ending up as it's leader. One short, vicious but successful war later did the southern coasts of Malmuth all secede, forming a confederation of states. Relatively little is known about them in Balmuria, they're too far away for serious consideration.

Eastern Free Cities

Far to the east of Malmuth like eastern coasts, below the continuing mass of Pallanth to the north. These coasts are dotted with free cities. They were never conquered by Malmuth, in part due to favorable defensive geography and in part by dumb luck. They are remote, with the distances involved keeping them as little but a vague murmuring in Balmuria. They have no unified leader, flag or faith, though many of them have alliances in case of external aggression. It is noted that Ever Vigilant Eudard of Helm heralds from those lands.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Continued from the previous post.

Desert Fiefdoms

Government Type: Absolute monarchy.
Leader: Mustafa Pasha
Flag: Palm trees around a glittering blue oasis.

The Desert Fiefdoms are the Baronies western neighbor. A stretch of desert inexplicably following a land of great plenty, it has long been ruled by a line of Pashas. They serve as absolute rulers, commanding all the stretches of sand as they see fit. The Pasha's court is said to be the richest in all the known realms, the focus of hundreds of years of concentrated wealth and power.  The court of the Pasha both resides in fabulous luxury and exists to serve the Pasha, both for personal pleasure and for the sake of the realm. The highest ranking is bey; these rule the various cities and oases; the remainder are the Pasha's highest servants. Beyond that is an assortment of wali and other minor noble titles.

The Desert Fiefdoms rely on the United Baronies and Kelara for some food imports, but are mostly self sufficient despite the arid, hostile nature of the desert. The main resource needed is water, which is always concentrated around a few oases. The vast majority of the Desert Fiefdoms are sandy tracts of emptiness and danger. Rumors constantly swirl of riches in the desert, but few treasure hunters come to anything but ruin.

Contrary to popular belief, the heat isn't the sole danger of the desert.  The desert follows a modified summer and winter cycle.  The hot season is from May to September, where the temperature ranges from 115 F to 140 F during the day and around 80 F a night. October is a neutral month, with cooling days and chilly nights. November to March is the cold season, where the temperature varies from 5 F to -35 F. April is more temperate, the cold of winter giving way roughly a month of fair weather before the roasting heat of summer sets in. As a result of these extremes, the people of the Fiefdoms are hardy and know how to survive in any extreme mortal life can eke an existence out of.

The cities of the Fiefdoms are discussed below.

Seljuk Oasis

This oasis is surrounded by a moderate-sized town, the main source of water for those traveling to the Firewind Mines.

Firewind Mines

This open pit in the desert is said to have been found by the first Pasha. It is a source of mineral and gem wealth of unimaginable quantities as well as it's own oasis. It is guarded by a standing army, with great, protected caravans of wealth routinely leaving for Arad.

Atarum Oasis

This oasis-city is mainly a stop for water on the trade routes, be they heading for Arad, Victoria or Wetwind Harbor. This oasis runs deep, with irrigation used to provide arable land to the north and south of the oasis.

Arad

The capital of the Desert Fiefdoms. An ancient, huge city lies here. All is ruled by the Pasha, who resides in a pleasure palace said to be richer than even Waukeen's treasury.  The city around the palace is markedly less wealthy.

Wetwind Harbor

The only good harbor in the Fiefdoms clings to the sea. While the Desert Fiefdoms are traders, they focus on land trade primarily. Sea trade is secondary. Nonetheless many ships call this port home. It is known for a burgeoning cultural scene, where art, poetry, song and exotic dance all flourish.

El Kufra Oasis

A small city surrounds this oasis. Many caravans stop her to rewater as they approach Arad, less stop from Arad since the distance between the two is not that great. The fact that it's off the trade routes exasperate this problem.

Free Sultanate of Tash

Tash is a free city in personal union with the Pasha. Long ago did Tash resist the rule of Arad and the Pasha, attempting to wrest the crown of the Fiefdoms from him. In the end both cities nearly ruined the trade routes and brought great poverty. The Sultans of Tash saw this and the error of these ways, and sought a personal union with the Fiefdoms. In return Tash has a large degree of independence, with it's ruling class having spectacular wealth. Not as great as the Pasha, but enough to make them rich as lords.

Blackwind Oasis

A small oasis that fuels expeditions to the northwestern quadrant of the Fiefdoms. Old legends often speak of lost treasures and places deep, deep within, attracting adventurers. In recent times artifacts of both fiendish and celestial origin have been recovered by explorers, sparking no small degree of curiosity in the region.

Coolwater Oasis

The last oasis before the desert moderates and Kelara begins. Some Kelarain influence can be seen here, as well as a small community of expatriates. With Kelara growing in prosperity and stability, this oasis has become a full blown city.

Kelara

Government Type: Noble council.
Leader: None; power is divided between the various ruling nobles.
Flag: Crossed white double-swords on a blue field.

Kelara is distant from the Baronies, known mostly as the birthplace of Alicia Reynes. In recent years both the worship of Alicia and prosperity have come. Kelara has expanded and organized, becoming a local power of no small stature. Recent stories speak of conflict with Nodlitz; the two dominate powers in the region are scrapping over influence and wealth. A war looms on the horizon, with the result being anyone's guess.

Nodlitz

Government Type: Monarchy.
Leader: Tornel Nodlitz.
Flag: An orange star on a red background.

Nodlitz is even farther from the Baronies. It is said to be coming into conflict with Kelara, but not much is known.

The Wastelands

The Wastelands are huge, near-endless lenghts of brutalized, inhospitable land. This stretch is said to be as large as the known world if not much larger. It borders Malmuth on it's western border with the Galkass Mountains serving as a natural barrier. It serves as the southern border for the Baronies, the Fiefdoms and all the lesser kingdoms past it, as well as a western border before the jungles take over. Living conditions are savage beyond compare. Temperatures of -50 degrees are the average, with the sun a faraway image. The ground is shattered, no life on it and no water to be found. Purple and green lightning cascades from spontaneously developing storms, while monsters of all types and fantastic endurance roam the land. Few have ever gone to the Wastelands and returned, with one of the few known cases being the Crimson Guard. Those few that have pass on the information above, counting themselves thrice blessed by Tymora to have survived.

Many stories are told of the origins of the Wastelands. The wrath of the Gods is a common tale, as is a great magical folly that sent civilization careening back centuries. Other stories claim a dragon of pure ruin descended on those lands and breathed, forever ruining them. In recent times another story has gained traction, spread from priests and sages. It was there that loyal Torm faced an abomination and was forced to retreat, an entire Host of Heaven routed. The land lies ruined in the aftereffects, the grounds of a defeat of a God so cursed that life is forbidden there forever.

No matter the truth, there is hope. In recent years Pallanth and the Desert Fiefdoms have made strides in reclaiming small sanctuaries in the wastelands, aided by high magic. Such is not common knowledge, but it seems that an entire empire of land is waiting for those who would restore it to it's full glory.

Distant realms

These realms are all far from Balmuria. Often little is known about them to the common folks. The information provides here is loose and may or may not be accurate.

Jungle

North of Nodlitz and Kelara lies tracts of untamed jungle. This land is hot, humid, disease ridden and lethal. It serves as a northern boundary for civilization. It is known that the jungle has inhabitants, said to live in harmony with the harsh surroundings and worshiping strange and unknown Gods. The sea east of the jungle until a few years ago was a mess of vortexes and impassable dangers. Recent word is that this has changed, though further details are not known.

Kesse, Sanaxt, Evrai

The few stories of lands past the jungle speak of several kingdoms. Reports are muddied and often incomplete, providing little information beyond a few names. What is known can be summarized thusly: It is said the worship of Seira has spread to these lands, that they are harsh and often wartorn, and that a man with the  divine authority to call down miracles rules much of the land.

Lost Eastlands

The cold realms of Chillander are the eastern bookend of Pallanth. The Amaryl Mountain Range is as far as knowledge of the land goes. The seas freeze, the land becomes impossible to cross. Yet, recent stories speak of great lost lands past them. These lands are not blighted with cold, but said to be open, vast and vibrant.

Lands beyond the sea

On rare occasions ships sail north. Sometimes those that go far enough find a frozen land. Here tundra stretches, as if Chillander's land had somehow been reached. Almost nothing about these realms are known at all.

Beyond the known world

What lies beyond the boundaries of the known world is a secret even the sages do not know. Many speculate and make myriad theories, but none have ever found an end to the world in any direction. Only another obstacle to overcome, should a brave soul be daring and willing to test themselves.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Note: Largely obsoleted by the B3 version, except for a few specific things. Mostly here to have reference to those.

This is a brief summary of how the planes work in Creation. None of you have much in the way of Knowledge: Planes, so I won't go into much depth. Treat this as a casual summary for OOC enlightenment. In particular the information about the Outer Planes isn't generally known. Most faiths preach about the afterlife in general and as a reward, not about the fine details. A few minor points are not touched on, such as the Endless Stair, but these aren't that important to understanding the basic cosmology.

---The Planes---

What lies beyond our world is a mystery men have questioned since the dawn of time.  Religions preach of shining Heavens and miserable Hells, where angels sing and fiends cavort. What is the truth of these matters? It is a question best left to the learned sages, but a brief summary is below.

Overall the planes use the standard wheel design. The Prime is in the middle, surrounded by the Elemental and Energy Planes, with the Outer Planes being around even those. Note there is no Sigil in this cosmology.

The Prime Material
The Material Realm, Mortal Coil, Earth.

The Prime Material is the world as you know it. The known world stretches farther than any know, going on farther than any can know. It is know that multiple, perhaps infinite Prime Materials exist in conjunction with each other. These alternate worlds all connect to the same planes and worship the same Gods.  It is a material world made for mortals. It has normal traits, normal gravity and is everything you expect from the Prime.

The Prime is mundane first and foremost, where reality holds sway and the spiritual is held within bodies of dirt and flesh. Epic level outsiders, planar powers and Gods cannot enter the Prime without fundamentally changing it's nature. Less powerful outsiders can leave spiritual scars or blessings, changing reality around where they were.  This is the natural reaction to a pure spiritual being impressing into a temporal, passing material world. The mundane world cannot stand as it is in light of the eternal spirit.

Native outsiders such as tiefling, aasimar, genasi and others can exist on the Prime without difficulty. Elementals are likewise not affected by this save for the strongest exemplars.

The Well of Souls

It is uncertain where the Well of Souls lies in the standard cosmology, as it defies being found by mortal agents. It is connected to the Material Plane, so it's put here. When mortal souls pass, they pass through the Well of Souls for seven days. On the end of this journey they go into their afterlife. For more information on this plane, refer to http://www.soulriders.net/forum/index.php?topic=101115.msg1016882#msg1016882

The Ethereal Plane
The Mist, The Endless Haze.

The ethereal plane functions as per the normal cosmology. However, there is a Deep Ethereal Plane attached to the Ethereal, as the shallows are attached to the great deep sea. Little is known of this misty realm of memories and ghostly fragments.

The Shadow Plane

This functions as in the normal cosmology. However, recent reports show that Shar's power there has swelled even further. Be warned.

The Elemental Planes
The Elemental Realities

This is where the four primary elements exist. The basic cosmology of Fire-Wind-Water-Earth is intact. Elemental Princes of Good and Evil do war in the element, as well as unaffiliated powers and other threats. In addition, each elemental plane as a divinity who rules over it as the supreme neutral force and incarnation of that element. Fire is Kossuth, Earth is Grumbar, Wind is Akadi, Water is Istishia. Water and Fire oppose each other, as do Wind and Earth. In addition all the Quasi-Elemental Planes and Para-Elemental Planes exist. The Para-Elemental Planes are where the different elemental planes come into contact with each other. The Quasi-Elemental Planes are where the Elemental Planes come in contact with the Positive and Negative Energy Planes. These are listed below.

Para-Elemental Planes: Smoke (Air and Fire), Ice (Air and Water), Ooze (Earth and Water), and Magma (Earth and Fire).
Quasi-Elemental Planes: Lightning (Air and Positive), Mineral (Earth and Positive), Radiance (Fire and Positive), Steam (Air and Positive), Vacuum (Air and Negative), Dust (Earth and Negative), Ash (Fire and Negative) and Salt (Water and Negative).

The Energy Planes
Life, Oblivion

The Positive and Negative Energy Planes work as in the normal cosmology. Interesting places to read about, trickier to visit without dying or exploding.

The Astral Plane
The Silver Sea, The Timeless Void

The Astral Plane functions as it does in the standard cosmology. It is the ultimate transitive plane, where time is frozen and travel is but the will of the mind. Here you can meet anything in Creation and find a portal to almost anywhere.

The Outer Planes
The Realms Beyond, The Heavens Above, The Depths Below.

The Outer Planes are where mortal souls pass to when they die. Here are the realms of the Gods, the endless Planes of paradise and misery, and the eternal lords of the Outer Planes. I won't go into depth about each Outer Plane, as that's beyond the scope of this work when the party has a grand total of 1 rank of K:P. So we'll do the Cliff Notes version.

The full wheel of Outer Planes is used.

Divine realms are part of the plane they reside on. For example, Avrandor is part of Arborea, essentially a sub-plane. All of the Forgotten Realms divine realms exist as long as their patron God(s) exist, unless said otherwise.

The Gods are supreme on the Outer Planes. The only beings that can challenge them are Planar Lords. These beings, such as Asmodeus, Queen Morwel, Primus and other entities, are capable of being worshiped and granting clerical power. Gods represent mortal ideals and concepts, Planar Lords are more of the eternal concept of good, evil, law, chaos or some other primal force. This isn't a distinction that matters to mortals in all but the rarest cases.

The Outer Planes are pure idea, spirit and thought. Good, Evil, Law and Chaos are tangible forces. An Archon has a tiny bit of Good and Law within them, as well as a primal connection to pure Good and Order. Mortals often have difficulty enduring the Outer Planes. Some Planes are so perfect in their happiness or misery that it entraps mortals to stay there, such as Elysium or Hades.  All are transcendent experiences, giving the living mortal a taste of what lies beyond life. Mortals who live their lives in a particular Outer Plane tend to become like residents of it in time. Their alignment changes to match and they often become celestial, fiendish, axiomatic or anarchic creatures. These mortals often die young, spirits unable to be held within a mortal frame any longer.

Mortal souls have one of several general fates: Becoming one with the outer plane they go to, being reborn as a petitioner, being reborn into a low level outsider. If a God or Power is worshiped, the soul goes to that realm and is dealt with as the entity sees fit. If they worship nothing, they go to the closest aligned outer plane. The vast majority of mortals that die and are reborn as petitioners or outsiders do not retain memory of their mortal life. In the Lower Planes this is a point of torment and alienation, forever yearning for things unremembered. In the Upper Planes, this is a liberation from the pain and misery of mortal life, where you meet those you care about anew and again forge the bonds of family and happiness.

In rare cases a mortal can be remade as an outsider without dying. In this case the mortal retains all their memories. This is a great honor and usually reserved for divine champions and those of such purity of ideal they can withstand the Realms Beyond. It is a chance at mythical immortality, though few are up to every reaching this plateau. In an extension of this, it is now known it is possible for a mortal to become a divinity. How such can be obtained is a tempting question, but the answers are elusive.

In addition there are a few divine realms that do not reside in the Outer Planes. Shar's realm is within the Plane of Shadow, the Elemental Gods reside within the appropriate Elemental Plane. In addition there are two new divine realms. Sylica is attached to Ysgard, while the Cauldron floats in the Astral Plane.

The Far Realm
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A few sages, mad as they are wise, claim there is another circle to Creation. A place of alien shapes and impossible geometry, where all reason breaks down into a truth too horrible to understand sane. It is called the Far Realm. Nothing else is known, be it a myth or a terrible truth.

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

The information on churches is a rehash from a previous topic. This isn't all each section of the city has, but rather a summary of it and an overview of the most notable locations. More details will emerge as you interact with and explore Balmuria.

Overview of Balmuria

Old City

The Old City of Balmuria is the former heart of the city. In recent times expansion has reduced it's role, though it's still a vital part of the city. Here old stone buildings and paths wind, some buildings centuries old. With expansion and wealth, the people that live in these older buildings are the poor and the peasantry, those who haven't managed to join in on the greater success of the city. In particular the south and eastern part of the Old City is notoriously poor and has been since before Balmuria found prosperity. On the western side of the Old City the houses are nicer, a slow blend into the New City. The north is taken up by the docks, shipyards and some heavier industry such as tanning.

Notable locations in the Old City

Old City's Southern Gates

The broad, thick walls of the Old City are defense worthy. When Balmuria was smaller they were the main city walls and build to endure a long siege. When the threat of Malmuth loomed, they were further reinforced. Further, a member of the young Crimson Guard named Shamal Velka used sorcery to further strengthen them. These walls are as hard as iron, able to stand up to almost any assault.

Elven Mission

When the Baronies and Pallanth first concluded an alliance, one of the conditions was for the elves to promote a cultural exchange. What was once a single building has expanded greatly. The old Temple of Waukeen was purchased when Waukeen's faith moved, renovated into a natural park and gallery for elven culture. Here humans and elves mix freely, with elf goods and traditional magical items for sale.

Dawn Pointe Inn

An old style inn, tucked away down a quiet street. Over twenty years ago there were gruesome incidents attached to the inn, ensuring that it did little business. Somehow it staggered on long enough for it's reputation as being cursed to attract attention. Now occasional wizards, clerics and mystics stay there, seeing it as a place of arcane significance.

The Church of the Ever Vigilant

Helm's Church in Balmuria, located in the southern reaches of the Old City It is a stout building resembling a fortress as much as a place of worship. It is manned by armored Helmites at all hours, as Helm is always watching and always willing to accept reverence.  It is lead by High Watchman Eudard of Helm, a colonel in good standing with the Crimson Guard. He is seldom in, often about on business. A hale and hearty man in his forties, he leads Helm's church with a relentless vigor and passion.

House of Suffering

A congregation dedicated to Ilmater, operating in the poorest parts of the Old City. They tend to the needs of any that come, asking for nothing in return. A pious group, regarded well by the poor. They have one run down shanty they use, humble and well worn.  The clergy is small but fanatical, believing fully in the doctrine of the Crying God. The gathering is lead by Croger, an old man who tells of his salvation from Baator at the hands of two people. The first is Ilmater, the second is Croger's son, Demedais the Prophet.

Old Garrison

In days long past, this complex served as the main military garrison for the city of Balmuria. With the expansion of the city the main garrison points have moved south. However, this garrison now serves as the main base for the Crimson Guard. Here the Guard resides when not on duty, trains and sees to their business. Access is restricted, but stories of caches of magic, treasure and fantastic things are a constant sop for tavern tales.

Luna Del Stronger

Atop one of the few hills in Balmuria resides two famous locations. The first is Countess Elle Stronger's magic boutique and shop. Here the rich can buy arcane gifts and specialized items of all sorts. It is the first and best known magic shop in the realm; Elle Stronger was an early friend and patron of the Crimson Guard and shared in their successes. Note that this building is the second Luna Del Stronger, the first one took off and flew away. Mages.

HIC SVNT DRACONES

An inn founded by Seira Aryn, commonly called Dracones or Seira's Inn rather than it's full name in Draconic. It is shaped like a dragon, with a great big maw keeping things moving. It's said to be alive by some, able to even move! No matter the truth of this, it's a popular, rich and luxurious hotel with a view of the docks and bay. Many famous people and adventurers have called it home, and it has a quasi-religious status with Seira's church.

Docks and shipyards

The docks have been expanded in recent years, with large shipyards and expanded facilities for the growing city. Boats from all the known world dock here, bringing in cargo that is taken to the Commerce Quarter. Sea elves can often be seen here, visiting the shore, talking to the watch commander or helping escort ships safely in. The Deep Depths temple can also be found here, patronized by superstitious sailors.

New City

The New City was constructed beginning around 399-400 DK as immigration caused Balmuria's population to swell. Build with money won from trade and military victory, it is clean, organized and well kept. City Hall is here, as well as many upscale services and fine homes. The large majority of the mid and upper classes reside here. In addition several large temples grace this district, as Balmuria's religious awakening took place in the same time frame as the New City's construction. There is less variation to the New City than the Old City, as it was planned out and built, instead of organically being constructed over a long period of time.

Notable locations in the New City

City Hall

Here the civil services of Balmuria are dealt with. It's the prime place to be for paperwork, applications, writs of property and all the things that make adventurers fall asleep. The mayor and vice mayor can both be found here. To the common folk it's much more important, having people coming and going from early morning to duskfall. A contingent of guardsmen serve at City Hall, just in case.

Torm's Ruins

Here there once stood a temple to the Hateful Fury. Now all that remains is a broken down lot after the Night of the Shattered Temple. It is avoided by all but thrill seekers and those who wish to study the grounds. Indeed, some come to see if the rumors are true or to seek to salve them if so. Sometimes the city guard will chase off those who go poking around, sometimes they won't.

Church of the Seven Stars

The focus of faith for Mystra's followers in Balmuria. It is located in the New City, northwest of City Hall. A well kept and patronized center of magic, it is delicate and yet strong, strengthened by many an arcane defense. Mages stream in and out from sunrise to sunset, the temple closed in honoring of the nightly rest and recovery all magicians require. Dweomerkeeper Shankar leads this temple, said to have been touched by Mystra. He often sponsors anyone who looks to further the cause of magic.

The Wonderworks

Located in the northernmost end of the New City, The Wonderworks is Gond's temple in Balmuria.  A small market of it's own, several stalls of alchemical works, smithery and other cutting edge inventions. It is known to be a place to find great works as well as dangerous ones, for every so often an explosion of fire will rock the Wonderworks. Despite this the faithful of Gond always advance on, seeking to forge new wonders. The temple is currently without a leader, for High Artificer Grennen died a few moons ago. The succession to high priest is in question, and it seems that Gond has not spoken His will on the matter.

Chapel of the Righteous Avenger

Next door to Alicia Reynes' old home in Balmuria sits the Chapel of the Righteous Avenger. Located in the New City, this chapel is smaller than most. It is however well patronized and regarded due to Alicia's history in Balmuria. A plain, unassuming building with beautiful stained glass windows inside, it is staffed by rotating clerics due to the near-nomadic nature of Alicia's clergy. Alicia's old home is attached, said to be a hallowed shrine. Those that sleep there sometimes claim to be given visions by the Goddess or those who serve her.

Shrine of Alicia

This was once the home of Alicia Reynes during her mortal life. Since then it has become a holy shrine in her name, next door to the Chapel of the Righteous Avenger.  It is open to any who profess to admire or follow the Queen of the Battlefield. Those that stay overnight sometimes claim to have visions from Alicia, urging them onwards to great acts of valiantry.

Silver Star Books

Around 410 DK a book store opened in the south reaches of the New City. Here books from all the known world can be found, as well as books from beyond the world. It is a library in constant flux, buying and selling it's tomes with a rapacious hunger. The owner, Dacote Anband, is a gregarious middle aged half elf who will buy virtually any written work. He's also known to employ neophyte magicians to use cantrips to efficiently copy books.

Western Reaches

The Western Reaches are various holdings and clusters of buildings past the New City. They are loosely held into the city by various walls, a half built quarter that expands more every year. Here more common and affordable housing lingers, as well as all sorts of mundane businesses. Close to the tall walls of the New City reside long rows of simple and well built houses. As you go west you find small plots of worked land, tanneries, butchers, common clothesmakers, fresh food markets and more. 

Notable Locations in the Western Reaches

Farmer's Market

Near the entrance to the New City lies the Farmer's Market. Here the farmers within the Western Reaches and nearby farms bring much of their fresh produce to be sold. A plethora of local foods are for sale, bustling and fresh.  It's busy, with people from every part of the city coming to do business. Priests of Chauntea sometimes come here, blessing the harvests of the earth. Exotic foods from outside the Baronies are not found here, those are sold within the Commerce District.

Paskan Grove

Paskan Grove lies near the center of the Western Reaches. It is a circle of ten trees, a small and pristine incarnation of nature. It would be a natural park and landmark, but local legend holds that several people have vanished while within the grove. Thus it is mostly avoided. Animals love it, with stray dogs and cats seen at all hours around the grove.

Pegasi Heights

A large ranch here breeds and maintains a stock of pegasus. They are owned by the Crimson Guard, though occasionally sales of pegasi to the public do happen. These noble beasts are intelligent, treated with respect by the owners. On clear days pegasi can be seen flying all over the Western Reaches and beyond. It's also possible to rent pegasus to fly, but you have to have the right connections and a good lump of gold.

Moonholm

A small, well built fortress dedicated to Selune. A private band of Lunatic paladins uses it as a base of operations in the area. For the most part it's quiet, though occasionally great festivals to Selune are held during the full moon. These galas sometimes spill out, becoming an entire night of merriment throughout the Western Reaches and into the New City.

Commerce Quarter

As Balmuria grew swollen with treasure and population, the Old City and New City filled. More growth was called for and the direction chosen was to the south. A new entry quarter for Balmuria was constructed. It is the finest in design, architecture and opulence in the known world. Here is the face most see of the Free City of Balmuria in it's full prosperity. Great public monuments go side by side with grand trading houses down Merchant's Way.

Notable locations in the Commerce Quarter

Arch of Peace

This arch is the southern gate into the city, broad enough for twenty men abreast to walk through at once. This arch reaches forty feet into the sky, constructed of hard white marble that is light as paper. Engraved into this arch are the images of the great trials and victories Balmuria has overcome, from the struggle for independence all the way to the current day. It also marks the start of the Balmurian Mythal. Occasionally a hapless fiend will attempt to enter, only to be pushed back and set ablaze with holy light.

Merchant's Way

The main street in from the Arch of Peace is a vast and long street that runs all the way down to near the end of the quarter. Here resides shops selling everything under the sun. Goods from all over the known world are sold here as well as a few from the Realms Beyond.  The faithful of Waukeen work this street, encouraging a frenzy of prosperous trade. At the end of the street is The Second Temple of the Golden Mistress and the Church of the Golden Flames.

The Second Temple of the Golden Mistress

With the creation of the Commerce Quarter, the old temple to Waukeen lost it's prime position. A move was justified, and three years were spent creating a grand new temple to the Merchant's Friend. It is a grand golden edifice in the heart of the Commerce Quarter, golden spires reaching high. The center one is adorned with a grand mechanical clock, it's workings whispered to have been bought from Mechanus itself. Holycoin Mia Golddswar maintains this temple with an eye on expanding Waukeen's wealth at every chance. She has a tendency to make scenes and be dramatic, which both works for and against her.

Church of the Golden Flames

Seira's church in Balmuria, located next door to the the Second Temple of the Golden Mistress. Here Seira's faith gathers, well funded and full of idealistic young sorts. Within a dragon motif and gold can be seen everywhere. It is ran by Falan Greengables, a rugged knight/merchant who works in Seira's name. He prefers to work behind the scenes, or so the tavern tales go. He's not in anyone's face, but things still get done. A curious thing that leads to all sorts of rumors, though the validity of any can't be ascertained.

Highwatch Fortress

The main garrison of the city of Balmuria overlooks the western side of Merchant's Way, on a large hill forged by earth elementals. Here a grand white fortress can be seen for miles, the banners of the United Baronies, Balmuria and the Crimson Guard flapping in the wind. From this fortress does the army of the Baronies prepare and train, overseeing the safety of the city.

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

---Secondary and related areas to Balmuria---

Mihail's Inferno

It is known that beneath Balmuria is a great furnace, caves that are whispered to boil with magma. Great quantities of heat, fire and steam are produced. The steam is used to heat public bathhouses and warm open areas in the winter. Fire is channeled upwards to provide woodless fires for public buildings and some private residences, as well as great forge-fires and crematoriums.  Further, it is said that mephits, fire elementals and other servants of flame reside in this Furnace. Indeed, occasionally a stray mephit or fire elemental can be seen in Balmuria proper. This seldom lasts long, a magician coming to take control of them swiftly.

The origin of the caves are not exactly known, but it is known that Mihail was a reclusive wizard who lived in Balmuria around the turn of the century. Public records state he died around 399-400 DK, so it is likely the Inferno is at least that old. Public knowledge of the Furnace became known around 403 DK when an accident lead several people to fall into the Inferno. Swift action by the Crimson Guard prevented more than a handful of fatalities. Since then the Furnace has been used and vitalized. How the great heat beneath Balmuria doesn't result in warmer temperatures outside is an open question, but warding magic is generally assumed.

The people of Balmuria regard the Furnace as nothing but a tool, albeit an impressive and dangerous one.

Shanties and outlying farms

The eastern edges of Balmuria, especially opposite the eastern wall of the Old City, have several loose settlements. These shanties tend to be poor or to be small farms, not officially part of the city. Nonetheless they are tied to it and the city guard sends small patrols through to ensure proper law and order is maintained. If Balmuria expands to the east, these shanties will be likely incorporated or demolished to make way for new buildings.

Chyral

Chyral is the human name for the sea-elf settlement in the north end of the Bay of Sparkling Stars. It's a mistranslation of an aquatic elven word for home, having gained popularity the city. Those that visit say it is a series of sea caves, seaweed farms and dolphin riding elf-knights. These elves are friendly to humans and welcome those who can breath water as honored guests.  The sea elves are known to be gregarious, curious and fond of humans.

By agreement with Balmuria, the sea elves guide ships into and out of the Bay of Sparkling Stars. They help keep the bay and harbor safe, rescuing men overboard, lost cargo and other misfortunes. In exchange they are given special considerations in trade and city mandated discounts on goods. The agreement largely suits both parties. In recent times the arrival of the sahuagin and Balmuria's tentative acceptance of them has damaged the relations between both groups. There is some tension there and it's not a secret; sailor dominated tavern scuttlebutt often spreads wild rumors about this.

Chyral is lead by Oolu, a lecherous, intelligent water elemental. He's said to be quite the charmer, not to mention the reason for several half-water elemental or water genasi births in Balmuria and the Baronies. At least that's what the taverns like to say.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

---The Mythal of Balmuria---

On clear days it can be seen in the air, a haze of off-white and arcane symbols dancing in the sky like ghosts. At sunset it glows against the orange and red Lathander's retreat, whispering of the arcane magic that permeates the air of Balmuria. The Mythal of Balmuria is one of the greatest works of magic wrought in the known world, developed by the Crimson Guard to shield the city of Balmuria. It is high magic recovered from the long forgotten past, the lost high arts of the true circles of magic wrought.

What the Mythal does is subject to some debate. While more competent wizards may be knowledgeable about it, the common person is not. What is known to the average person is a mix of hearsay, observation and speculation. What is known beyond a doubt is that the Mythal stops fiends from entering the city of Balmuria. On rare occasion a disguised fiend will enter Balmuria through the Arch of Peace, only to be revealed to all, forced back and set ablaze with sacred light.  Second of all, the walking dead cannot rise in Balmuria. Bodies are considered to be within sacred ground and rest peacefully. This is known as it has been announced in public speeches, used to encourage and soothe the population over memories of the Night of the Walking Dead.  Less well known but understood by any student of the arcane is that certain spells are hindered within the mythal. Spells with the [Evil] subtype are much weaker, often failing altogether.

Other effects are open to more debate. It is known that certain members of the city guard and the Crimson Guard can call on the mythal to cast magic. Healing magic, the creation of water and extinguishing of fire, hastened speed and destroying invisibility have all been observed several times. At least that's what common rumor claims. Others claim to have seen greater things, such as forging invisible, unbreakable walls, summoning angelic creatures, flight without wings, throwing orbs of fire, causing instant paralysis and dozens of other things. Which of these may be true, which  may be unrelated powers of distinct creatures or simply flights of fancy is anyone's guess.

How to channel the power of the mythal is a topic of continued speculation. Some assert that training is needed, others claim a special symbol is required. Others say that it's random - just like the gift of magic, some people just can use the mythal.  Others say that you lose something of yourself to use it, giving up something vital to call on it's power. No concrete answer has been provided.

The exact range of the Mythal isn't certain. The Arch of Peace seems to be one and the entire Old City, New City and Commerce Ward are in it. The Western Reaches are less certain.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

More maps later.

Map of the known world:



Map of the Desert Fiefdoms:



Map of Kelara and Nodlitz:



The following maps are not currently accurate, being outdated. They are here for reference and nothing more.

This map is of Balmuria, circa 400 DK. This is after the New City was built, but before the Western Reaches or Commerce Quarter were constructed.



This map is of Malmuth, circa 397 DK. This is before the second Baronies-Malmuth war and the loss of the Barony of Valandia:



This map is of the Baronies, circa 401 DK. It's after the second Baronies-Malmuth war, showing the first integration of the Barony of Valandia. This is before the general collapse of Malmuth and the further annexation of border territories:

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

---Holidays in Balmuria---

Official holidays in Balmuria cause all city services to be shut down, barring essential services. Most shops are also closed for them and celebrations ensue.

January 9th: Succession Day.

The day of independence for the United Baronies. Mass celebrations, song and festivities are the norm.

February 27th: Foundation Day.

This day celebrates the ascension of the first Archbaron of the United Baronies. It is the custom for the Archbaron to buy all the land drinks - cities and villages pick up the drinking tabs this day.

June 22nd: Victory Day.

The summer solstice is Victory Day, when the triumphs of the nation are honored and the fallen are remembered.

December 31st-January 1st: New Year's.

Everyone loves a new year starting. Both days are holidays, grand celebrations taking up everyone's time.

In addition to these there are several religious holidays of note. These are not officially recognized, yet they can often be see in the city and celebrated by a faith's adherents.  As of now most valid religious holidays are respected as long as they don't get in everyone else's way. A few examples follow.

Ceremony of Honor to Helm, July 31st, Helm.

This is the main holiday for the Helmite faith.  The entire day is is a three part celebration. The first part is a solemn celebration of Helm's continued vigilance over the world. The second is a righteous celebration of the clergy's vigilance over danger and menaces to the faithful. The third is a joyous celebration of the common people, celebrating what Helm has given them.

Feast of the Prophet's Vision, November 4th, Helm.

This day is taken up by a ceremonial 'feast' in celebration of the prophet Demedais. It is not a feast, the celebrators refrain from food and drink all day, as did the prophet. Instead it is a feast of the spirit, as the entire day is dedicated to spiritual reflection and meditation. It is said those who are true in their worship and duties can see a vision of what is to come on this day.

Dweomer's Rise, October 15th, Mystra.

The origins of this day are obscure, but common lore suggests this is the day magic was born into Creation.  It is a festival of magic, where the day is spent wisely spreading the blessings of Mystra to any. No coin is permitted, though any who receive the gifts must show proper homage to Mystra.  The evening is a great feast where the head of the church unveils a newly developed spell to the faithful.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

To the servants of Ilmater, taking on suffering is a holy act. His clergy exist to mitigate the suffering of others and spread relief. Certainly that part makes sense. Then why would he grant his clerics the ability to cause suffering to others? Ilmater is a humble power, but he is not a pacifist. He has granted the tormented and downtrodden powerful magic before to strike their tormentors, as well as sponsoring paladins who fight evil. To his wise servants he grants the heaviest burden of suffering; the ability inflict suffering onto others. A cleric of Ilmater who casts Symbol of Pain does so with a heavy heart. It is an act avoided with all ability and resources, the last resort to stop tyranny and evil. When evil must be stopped with violence, those of Ilmater take on the physical suffering of opposing them in the flesh, then carry the spiritual suffering of the deeds committed in Ilmater's name. Let them be the executioners when no other option avails, so that the just may live without the guilt of bloodstained hands.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia


The elves of Pallanth are the isolationist ones. Pallanth is currently undergoing a cultural shift. The elves aren't quite xenophobic, but more mistrustful and mildly convinced of their superiority to humans. Nothing too out of the normal stock. Unlike typical D&D elves they are organized into a medieval society, eschewing the more fey and chaotic tinged aspects of their society.

In the past 20-30 years, Pallanth has allied with the United Baronies. A result of this is an opening of their borders and greater spread of elven society. Meanwhile, the elven pantheon is beginning to act openly in these past twenty years and fey creatures have returned. Much of Pallanth is in the throes of a counter-culture movement, between those who stick to the current society and those who wish to embrace a more fey-styled existence.  It grows stickier with that the Seladrine supports the chaotic-fey view, while a few non-elven powers who have some influence in Pallanth do not. In other words it's complicated. I'll go into this more later when I post the background info about them.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia


Kelemvor is the God of the dead. He is currently in a frosty war with Helm, who has encroached onto the portfolio of death with the Well of Souls. Last rites, funerals and graveyards are dealt with by the faith the individual followed. The basic pattern is usually the same - some sort of rites just before or after death, a memorial and then a funeral. The details vary wildly between faiths. Those without faith can make private arrangements into cemeteries. Those who die without faith or without those setups are handled by local authorities. In Balmuria that makes for a pauper's cremation.

If you have interests in the specifics of a particular faith, speak up. (Knowledge: Religion ranks will help!) If you want to get into more specifics about any of this, feel free to follow up.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Candy as we know it isn't common. Sugar is rare and while some outside influences have shown it, chocolate isn't but a curiosity. Sweets revolve around fruits and honey. Lots of bakery goods with sweet jams, honey or fruit are common. The most popular and often made into bite sized pieces is called Elf Bread. This is a bastardization of a Pallanth recipe for fruit-flavored breads. The humans of Balmuria have turned it into candy versus Pallanth, which uses it as a main course. Apples, pears, peaches are the most common filler. Often small bits of honey are given out to dip the bread in as well.

Traditional elves view human Elf Bread as ruining a perfectly good recipe, by the way.

If you're rich enough to afford exotic fare you can get sweet things from most of the known world. If you're fantastically rich or a wizard with time to kill, you can get anything you could ever imagine in the Realms Beyond. If you're willing to risk it, of course.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia


The elves of Pallanth? Okay then, let's get to this. As elves are long lived, you see humans regarded as hasty, short lived things with no appreciation for proper culture. In recent times this attitude has been challenged due to increased contact with humans, but not enough to effect the remote elves of Rena. A typical elf would see a human and ask them what's the hurry? Compared a human, an elf from Pallanth is going to take their time, think and make a proper choice if possible. If going into a situation where swift choices are required, an elf will take the time to resolve all they can before this. They are not incapable of acting fast, but prefer not to whenever conditions permit.

The ordered, well kept kingdom of Pallanth has instilled patience and persistence in the elves. They are not chaotic nature worshipers as much as long lived patrons of the land. In this respect they are much more human than the stereotype. They own land, farm it and use it just like humans. They have a natural attachment to forests but can live anywhere. See the elves of Resolve and those brave, crazy souls that challenge the tundra in the shadow of the Amaryl Mountain Range. They respect nature but are not above changing it to their tastes.

Elves tend to change slowly and resist change. This particular facet of long life is currently part of the cultural war in Pallanth; the fey would prefer more flexible, chaotic elves. The elves of Pallanth are downright lawful in how they process and deal with the world. They emphasize community, kingdom, continuity. Monogamy is the law of the land; families are encouraged and expected. Underlying all of this is the loyalty and order instilled into the elves from a young age.

So Yuth, back at you. How do you think elves like this would imprint on someone?  Why wouldn't they get along with Wayland and why would he turn out the way he did with them? Food for thought.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Pallanth is a little straighter rather than north leaning in it's extremities. Past it isn't ocean, but after the Amaryl Mountain Range lies a long, wide tract of virgin land. This land is known of as the Lost Eastlands and very little is known about it in Balmuria. OOC it's where Alicia and Seira defeated the Destroyer and freed the Forsaken. Past that IS ocean.

Malmuth is bigger and deeper to the south by about 1/3rd or so. The wastelands don't jut southward past it, but form a contiguous coast. They stretch farther to the west than anyone's ever been.

The nameless southern sea is known as Maluth Ocean. Hasn't ever come up since the southern reaches of Malmuth never came into play.

No capital for the Southern Confederation was reached, but you know what? Let's run with Finlay. Berli felt like naming a city after himself.

Victoria is more northern to line up better with Balmuria and Arad.

Nodlitz and Kelara being the only two powers west of the Fiefdoms is moderate misrepresentation. Most of the land is unaligned or small free cities. However, this is a trend that's developing as the two powers strengthen and war threatens.

There isn't ocean west of Nodliz/Jungle. The jungle and the wasteland more or less meet, and what lies west of that is a question for the sages. The jungle is also a bit bigger and stretches to the north more.

There isn't sea to the west of the 'Unknown Kingdoms', but dwarf held mountains and hints of more lands beyond them. These were never explored and are beyond Balmuria's knowledge.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?